- WhackyGordon
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- Noble Heroic Member
Welcome to the internet. Joy dies here.
Posted by: XxHitManxX
How is HTO, spawn trapping and stat padding related to boosting if everyone is active and given the same options of defense and offence on the map rather than being signed all in by one guy to repeatedly get killed by the host and his friends?
Well, in the case of HTO, preventing the completion of the game with the intention of continuing to maintain a spawn trap that's already in place is contrary to the intention of the gametype. This implies abusing the poorly implemented credit system, abusing spawns that are designed for objective focused games as opposed to slayer focused games, and abusing the weak matchmaking system which is designed to make matches up as quickly as possible, as opposed to taking longer and finding matches closer in skill and latency.
Spawn trapping is only legitimate insofar as one continues to pursue the goals intended by the gametype. If it's called Capture The Flag, being able to capture the flag and refusing to do so is contrary to the intention of the game, and therefore a form of abuse. If the goal of the game is to earn points via kills, then spawn trapping is a perfectly legitimate tactic, and is pursuing the goal intended in the game's design.
Boosting on AFK guests is also abuse. It implies abusing the lack of party limitations (ie 4 players per party max in a 4v4 playlist as opposed to the 8 limit most of them have now) as well as abusing the objective gametypes' non-compulsory objectives.
Both boosting on AFK guests and HTO are forms of abuse, and both effectively pad (or inflate) your k/d and reward you with additional credits. They're the same thing in that they're both common methods of padding k/ds and farming cR.
Anyways the gametype is not being abused because people are getting friends to get kills against equally equipped people and using all 15 minutes and sudden death is just using the time given to have extra kills if necessary.
I find the circumstance you're suggesting highly unlikely. I don't think you actually know what I'm talking about. There are very few fair games in the current MM environment. Objective games are designed to end quickly when the match-up is uneven. The MM system is designed to throw matches together quickly, accommodating the shorter game-times. The credit system is terribly implemented and provides endless motivation for abuse in every game-type, despite it's obvious worthlessness.
All of this leads to groups of not-so-great players banding together, loading up every high powered vehicle they can find, and parking them all next to the only spawn points available. All it takes is a few AFK players or quit-outs and suddenly you get sniped, and spawn in front of a tank over and over and over until you quit. And they complained until armor lock was removed from those gametypes.
The same thing happens in grifball. The other team pushes you back up against your wall, usually after the inital ball rush leaves several players respawning, and suddenly every time you respawn you take a hammer from behind. Again, over and over, unless you quit, for 12-15 minutes (I'm not sure - haven't played that in eons). Nobody makes an attempt to score the ball until the game is about to end, and then it's a mad rush to get the only point.